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		<title>Scenario Construction for Complex Systems: A Climate-Health Case Study</title>
		<link>http://www.semeiotica.com/2011/11/scenario-construction-for-complex-systems-a-climate-health-case-study/</link>
		<comments>http://www.semeiotica.com/2011/11/scenario-construction-for-complex-systems-a-climate-health-case-study/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 22:47:02 +0000</pubDate>
		<dc:creator>gharp</dc:creator>
				<category><![CDATA[complex systems]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[making it public]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[public health]]></category>
		<category><![CDATA[agent-based modeling]]></category>
		<category><![CDATA[climate]]></category>
		<category><![CDATA[health]]></category>
		<category><![CDATA[methods]]></category>
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		<category><![CDATA[scenarios]]></category>

		<guid isPermaLink="false">http://www.semeiotica.com/?p=869</guid>
		<description><![CDATA[Tweet&#160;A couple of years ago I was challenged to think about methods for understanding the long-term implications of climate-health interactions. I was asked by a colleague to sort out some methods that would help public health planners understand the complexity of climate-health relationships and transform them into priorities for action. Data from current health outcomes [...]]]></description>
			<content:encoded><![CDATA[<div id="tweetbutton869" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D869&amp;via=gharp&amp;text=Scenario%20Construction%20for%20Complex%20Systems%3A%20A%20Climate-Health%20Case%20Study&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2011%2F11%2Fscenario-construction-for-complex-systems-a-climate-health-case-study%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p class="p1"><strong>&nbsp;</strong>A couple of years ago I was challenged to think about methods for understanding the long-term implications of climate-health interactions. I was asked by a colleague to sort out some methods that would help public health planners understand the complexity of climate-health relationships and transform them into priorities for action. Data from current health outcomes (e.g. malaria, dengue, malnutrition, heatstroke) can be rare, especially among health ministries that aren&#8217;t functioning as knowledge networks.&nbsp; It is also common that methods supporting forecasting are viewed as impractical, confusing, and too complicated given that institutional systems are struggling to provide basic services – much less anticipation. &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">Because data about the status and direction of health outcomes can be notably absent, we focused our attention on scenarios and the different methodologies. Scenarios are valuable for health and technology, in part, because they contain a certain narrative closure.&nbsp; Clear winners and losers can emerge along with outcomes that measure conflict and contributions to the process.&nbsp; On the flipside, that narrative certainty is a little too clean.&nbsp; Real world interactions are messy.&nbsp; However, the most importune implication is that scenarios make good design tools because they suggest future arrangements and demonstrate alternatives without interfering in current practice. Scenarios shift the context to an indefinite time in the future, an aliased set of actors, or a new place to make new propositions less personal.&nbsp; This unbinds specific feelings of identity from new organizational arrangements and may leave participants free to experiment further.</p>
<p class="p2">&nbsp;</p>
<p class="p1">Scenarios can be complicated to produce. They require focused study and time, and that seems too often in short supply.&nbsp; Plus, you need hooks to get people engaged in finding and discovering the elements that ought to belong.&nbsp; Scenarios should be plausible and internally consistent, but they also should be relevant to a broad range of stakeholders.&nbsp; Some methods focus too narrowly on their own visions of the world, and can end up decidedly deterministic or expertly biased, as&nbsp;<a href="http://www.wlv.ac.uk/PDF/uwbs_04%20WP004-04%20Wright.pdf" target="_blank">this critique of Royal Dutch Shell&#8217;s approach explains</a>&nbsp;(opens pdf). &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">Because the organization we were working with is committed to a open stakeholder process, we wanted a methodology that would accept diverse contributions and still be tied to one of the hallmarks of science: replicability.&nbsp; So we kept some design criteria in mind while we explored:</p>
<p class="p2">&nbsp;</p>
<blockquote><p class="p1"><strong>Scalable</strong></p>
<p class="p1">We wanted techniques that could allow us to look scenarios for specific contexts and regions, from hospital units to watersheds and beyond.</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Participatory</strong></p>
<p class="p1">Being able to use many perspectives was a definitive goal.&nbsp; Not only are there differing accounts of actors and outcomes, participation does a much better job of revealing where goals might be in conflict in the system.&nbsp; Participation is also critical for helping the results of the scenario process diffuse among different stockholder groups.</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Translatable across domains</strong></p>
<p class="p1">Public health and complex systems are increasing supported by people and things from a variety of disciplines.&nbsp; We wanted insights from ethnographers to be as critical to the development of scenarios as live data streams of mechanical stress, if that&#8217;s what the scenario needed.&nbsp; We also wanted the materials and insights generated by the process to be amenable to visual display, since many of the stakeholders may use different languages.&nbsp; Visual formats also exploit the ambiguities of statements to reveal tensions that exist among interpretations.</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Robust to diverse interpretations</strong></p>
<p class="p1">Some of that tension is created when you get people from different backgrounds discussing what they think matters for interventions in particular health outcomes.&nbsp; Different levels of expertise can expose the assumptions that people share.&nbsp; The different elements of scenarios and how they emerge to affect long-term change often form the basis for many of this assumption.&nbsp; Highlighting this ambiguity is critical later for negotiating strategies for action.</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Accepting of qualitative and quantitative insight</strong></p>
<p class="p1">Working across disciplines is critical.&nbsp; One result of this is that the standards for evidence and data are different.&nbsp; We also recognize that quantitative measurement provides a detailed description of the identity or behavior of system elements.&nbsp; In particular, we wanted to be able to translate qualitative insights into format usable for compute modeling, simulation, and visualization.&nbsp; &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Fun and pleasurable</strong></p>
<p class="p1">Despite many people&#8217;s paradoxical notion that fun things are bad for you, we see fun as enhanced participation.&nbsp; When you forget that what you are doing is work, that&#8217;s a good thing.&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Readily usable and modular</strong></p>
<p class="p1">Methods should move seamlessly between health outcomes and altogether different domains.&nbsp; The process for malaria can be the same as heatstroke.&nbsp; Understanding alternative energy futures may use the same process as malnutrition.&nbsp; This enables practice and iteration.</p>
</blockquote>
<p class="p2">&nbsp;</p>
<p class="p1">As it turned out, scenarios techniques for climate-health interactions are not new, but they don&#8217;t deal well with uncertainty because they are explicitly aimed at extending interactions based on what the presence of domain knowledge and capable expertise.&nbsp; How could you hope to understand possible priorities and act all while not knowing?&nbsp; This was where we hoped to make a contribution.</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Using Clamps to Build a Knowledge Network</strong></p>
<p class="p1">Bob Johansen&#8217;s book,&nbsp;<em><a href="http://www.amazon.com/Get-There-Early-Sensing-Compete/dp/1576754405" target="_blank">Get There Early</a></em>&nbsp;outlines tools for dealing with dilemmas.&nbsp; Dilemmas confound rationality-based problem solving because of the way they are structured (multiple stakeholders, goals, conflicts, and outcomes, diverse framings and interpretations) and because there is not a clear path to one or a few positive solutions.&nbsp; Johansen outlines how&nbsp;<em>Structure, Rules, Resources, Thresholds, Feedback, Memory, and Identity</em>&nbsp;can be used as levers to help organizations attenuate themselves to the multi-textured shapes that dilemmas pose. &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">I think this list is pretty right-on for at least three reasons. First, the metaphor of levers directly brings to mind the work of Donella Meadows, an environmental scientist concerned with sustainability.&nbsp; Her work on&nbsp;<a href="http://www.sustainer.org/pubs/Leverage_Points.pdf" target="_blank">leverage points for intervening in systems</a>&nbsp;(pdf)&nbsp;is a great introduction and ordering of policy-based strategies and their efficacy for changing behavior.&nbsp; Like Johansen, she articulates the role of rules and feedback in systems. Meadows goes on to explore ten other significant systems levers, ultimately tracing effectiveness to how we frame the &#8220;problem&#8221;.</p>
<p class="p2">&nbsp;</p>
<p class="p1">Second, structure, feedback, memory, and identity point to second order, emergent characteristics.&nbsp; Second order characteristics arise form the interactions of actors (e.g. people doing interesting things, wild coyotes, institutions, viruses), resources (e.g. coffee, water, land, low-interest loans, blood sugar), and their activities.&nbsp; Kevin Kelly explores&nbsp;<a href="http://www.kk.org/thetechnium/archives/2011/08/why_the_impossi.php" target="_blank">why we are seeing more impossible events taking place</a>. He connects it to an emergence of second order behaviors made possible through the development of new actors, new infrastructure, and new rules.&nbsp; Carl Simon, a Professor of Complex Systems at the University of Michigan, has studied the characteristics of complexity in biological and economic system and often differentiates complex behavior from simpler behavior by looking for heterogeneity, non-randomness, feedback, heterarchy, and emergence.&nbsp; Eric Berlow&#8217;s&nbsp;<a href="http://www.ted.com/talks/eric_berlow_how_complexity_leads_to_simplicity.html" target="_blank">still great TED talk</a>&nbsp;demonstrates how taking the broad, messy, and networked of complexity can in fact allow us to isolate clear paths for action.&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">The third reason I think Bob Johansen&#8217;s tuning levers are great is that they overlap with basic elements in game design.&nbsp; This should come as no surprise for most people associated with IFTF. &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">When I was working on the climate-health scenario methods, we faced a challenge of providing some sort of suitable structure for participants to embed meaningful insight into the scenarios.&nbsp; Sometime over morning coffee in a Swiss cafe, we stumbled across&nbsp;<a href="http://www.amazon.com/Game-Design-Workshop-Second-Playcentric/dp/0240809742/ref=pd_bbs_sr_1?ie=UTF8&amp;s=books&amp;qid=1210823852&amp;sr=8-1" target="_blank">Tracy Fullerton&#8217;s rubric for the formal elements of games</a>.&nbsp; These formal elements complement narrative elements and give rise to the more emergent properties of complex systems.&nbsp; Goals, procedures, actors, rules, resources, boundaries, conflicts, and outcomes also have a great synergy;&nbsp;they are exactly the elements used by computer programmers to construct&nbsp;<a href="http://www.pnas.org/content/99/suppl.3/7280.full" target="_blank">agent-based models</a>&nbsp;of complex adaptive systems!&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Creating Relevance for Participation</strong></p>
<p class="p1">So now we had a structural backbone for the kind of content we felt we needed to gather during a scenario development process.&nbsp; We could ask participants to engage in brainstorming activities that accounted for the different elements of these climate-health systems, and we would provide them with support, examples, and heuristics for doing just that.&nbsp; We also wanted to find a way to make the process fluid.&nbsp; In the back of our minds we always wanted to bring elements of game mechanics into the project to help support&nbsp;<a href="http://natronbaxter.com/musings-on-decision-fatigue-and-game-design" target="_blank">decision fatigue</a>.</p>
<p class="p2">&nbsp;</p>
<p class="p1">I&#8217;m still not sure we&#8217;ve cracked it, mostly because we haven&#8217;t been able to implement the process yet.&nbsp; However, we have looked at different forms of turn-based play with clear, articulated goals for the players, not unlike the LEARN, ACT, IMAGINE rubric that worked so well for&nbsp;<a href="http://www.urgentevoke.com/page/social-innovation" target="_blank">Urgent Evoke missions</a>. &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">One of the challenges is that we are introducing concepts about systems dynamics at the same time as concepts about the elements of the systems.&nbsp; This sets up a lot of material to get through in a short amount of time. &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">We also want to introduce experiences of empathy for others into the play and practice of scenario building.&nbsp; In order to generate robust scenarios, the goals of different actors represented need to be recognized and incorporated as valid contributions.&nbsp; One of the common experiences of public health service delivery is that managers, practitioners, patients, and others all have different views of the system.&nbsp; These occluded perspectives mean that they have a difficult time in finding ways to enhance the social and ecological resilience of infrastructure.&nbsp; I think if we had our choice, we would use experiences of empathy to reinforce principles along the lines of those championed by Nobel Prize winner Elinor Ostrom for&nbsp;<a href="http://www.ecologyandsociety.org/vol9/iss1/art18/" target="_blank">designing long-enduring institutions</a>.</p>
<p class="p2">&nbsp;</p>
<p class="p1">Another significant outcome of clamps and elements for scenario development is that they clearly lend themselves to visual means of communication.&nbsp; Boundaries, resources, timings, and rules are common opportunities for change. Precise and ambiguous definitions can take on increased relevance, especially when dealt with creatively. One of the functions of mapping and visualization is to demonstrate this&nbsp;inherent ambiguity, pointing to areas for finding common ground. When we try to represent them visually, we are forced to make choices about the precise meaning of those boundaries, and this can be a significant source of cognitive dissonance for participants.&nbsp; But it&#8217;s exactly the form of dialogue that&#8217;s needed.&nbsp; It sets the stage for tactical strategies when conflicts emerge.&nbsp; Boundaries flow, and their meanings and borders can sometimes be adjusted to reach consensus or compromise.</p>
<p class="p2">&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Assembling Scenarios in Everyday Life</strong></p>
<p class="p1">One of the questions designers (of scenarios, tools, artifacts, anything really) have to ask themselves is, &#8220;Where does this fit in everyday life?&#8221;&nbsp; One of the most useful rubrics I&#8217;ve come across for design is&nbsp;<em><a href="http://www.mitpressjournals.org/doi/abs/10.1162/desi.2007.23.2.3" target="_blank">Products and Practices: Selected Concepts from Science and Technology Studies and from Social Theories of Consumption and Practice</a></em>. (sorry, paywall). The authors make a case for a social and infrastructure-based approach to design.&nbsp; They identify acquisition (how we find it), scripting (how it shapes practice), appropriation (using it for something else), assembly (where we use it), normalization (sharing along with others), and finally practice (what activities it supports).&nbsp; What is great about this list is that it helps designers imagine the contexts of use. &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">In our scenario construction process we had to identify where this process existed along with a range of other activities that needed to be carried out by participants.&nbsp; This assembly meant that our process had to connect to other activities in a meaningful way.</p>
<p class="p2">&nbsp;</p>
<p class="p1">The current processes and guidelines for conducting Vulnerability and Adaptation assessments in vulnerable regions hinge on their level of stakeholder involvement.&nbsp; Some processes are top-down, others bottom-up, and others a mix of expertise and engagement. &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">One way to assemble scenarios into these processes is to:</p>
<p>&nbsp;</p>
<p>1) Define the scope and focus which usually means identifying the health outcome of interest.</p>
<p>&nbsp;</p>
<p>2) Work out a baseline for which information may not exist. This is where defining system elements can be helpful for laying out current distributions and burdens, strategies for coping, early prioritization of &#8220;drivers&#8221;, and the interactions between elements that affect their dynamics.</p>
<p>&nbsp;</p>
<p>3) From this point on, forecasts can be made about future trends and conditions. For example, what happens if boundaries change? How about if an actor appears or disappears?</p>
<p>&nbsp;</p>
<p>4) Once forecasts are made, the task is to frame and narrate the interactions as scenarios. This is a great opportunity to develop the scenario through the eyes of others. Games, agent-based models, visualizations, and mapping can demonstrate change over time and the differences in scales affected while uncovering an array of interesting and unexpected interactions.</p>
<p>&nbsp;</p>
<p>5) Isolation and sequencing asks participants to step back from what they produced, to look at the areas of concern, and to select the most relevant links between scenario elements. By focusing attention on these links, the next task is to order the steps they will need to affect change by listing priorities for action.</p>
<p>&nbsp;</p>
<p>6) Package and disseminate the scenarios and the priorities for broad communication and feedback.</p>
<p>&nbsp;</p>
<p>7) Use the feedback and resulting statements to assess how the scenario process and how it enabled participants to identify and act on the priorities they generated.</p>
<p>&nbsp;</p>
<p class="p1">As you can see, it&#8217;s a richly-textured process, highly-amenable for visual communication, and ripe for engagement. I think one of the most important functions is the ability to expand the number of elements that matter to long-term change.&nbsp; One of the key decisions that participants have to make is to ask whether a resource, boundary, conflict, actor, rule, or procedure matters or makes a difference to the health outcome of interest.&nbsp; Here Gregory Bateson&#8217;s statement about information as, &#8220;a difference that makes a difference&#8221; looms large.&nbsp; More on that in the future.</p>
<p class="p2">&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1"><strong>Signals from Noise</strong></p>
<p class="p1">One of the key endeavors of public health, infrastructure, and technology is the attempt to identify signals in noisy environments.&nbsp; Signals are utilized in biology to communicate across chemical gradients, metabolic networks, neuronal synapses, visual spectra, haptic musculature, individual displays of affection, and as invitation for cooperation across groups and societies.&nbsp; Technological systems stimulate behavior in new and exciting ways, but they can also script and normalize actions that may limit our abilities to find success.&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">The biggest challenges in generating signals for any medium is to make them relevant enough to transcend noise and competition from similar signals elsewhere.&nbsp; Synergistic timing with the individuals or groups receiving them is critical – as this will help them become meaningful in helping receivers revise their previous beliefs or come to new conclusions.</p>
<p class="p2">&nbsp;</p>
<p><img src="http://upload.wikimedia.org/wikipedia/commons/2/27/Snow-cholera-map-1.jpg" border="0" width="200" align="right" /></p>
<p class="p3"><span class="s1">John Snow&#8217;s&nbsp;<a href="http://upload.wikimedia.org/wikipedia/commons/2/27/Snow-cholera-map-1.jpg" target="_blank">well-know map&nbsp;</a></span><a href="http://upload.wikimedia.org/wikipedia/commons/2/27/Snow-cholera-map-1.jpg" target="_blank">showing cholera cases in the London epidemic of 1854</a>&nbsp;clustering around the Broad Street well was an early success in distinguishing signals from noise using visualization and tight clamps that link actors (cholera, people, wells), boundaries (streets, houses), resources (water), and procedures (washing, drinking)<span class="s1">. These interactions clearly led to an understanding of a health outcome, and the relationships, once linked, could be used to forecast future scenarios. &nbsp;</span></p>
<p>&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">PETLAB and the Red Cross/Red Crescent Climate Center have been collaborating to help illuminate different, contradictory signals, that may become confusing to recipients during a weather-based crisis.&nbsp; This game supports&nbsp;<a href="http://petlab.parsons.edu/redCrossSite/rulesWON.html" target="_blank">better decision-making to manage the damage of incorrect flooding predictions</a>.&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1"><a href="http://petlab.parsons.edu/redCrossSite/rulesBTS.html" target="_blank">Before the Storm</a>&nbsp;is another game from the Parsons/Climate Centre collaboration that introduces forecasting to new audiences and uses the scenarios produced to help identify what the participants feel would be the most relevant and practical stapes to take during a flooding emergency.&nbsp;&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1"><object width="425" height="350" data="http://www.youtube.com/v/Mpj_EbKdwEo&amp;feature" type="application/x-shockwave-flash"><param name="data" value="http://www.youtube.com/v/Mpj_EbKdwEo&amp;feature" /><param name="src" value="http://www.youtube.com/v/Mpj_EbKdwEo&amp;feature" /></object></p>
<p class="p2">&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1"><a href="http://playgen.com/portfolio/climate-health-impact/" target="_blank">Climate Health Impact</a>&nbsp;– a simulation based game designed to give biology students a better understanding of the health impacts of climate change.&nbsp; It does do a great job of representing standard practices worldwide that contribute to the understanding and management of emerging vectors.&nbsp; What I like here is the attention to new actors and their relationships with policy measures, research processes, and geography.&nbsp; There&#8217;s a lot of detail about disease specifics as well, but narratively, it does reinforce a fairly top-down perspective.&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1">Agent-based models sometimes very effective for examining conflict among different actors.&nbsp; This paper by&nbsp;<a href="http://www.cs.gmu.edu/~eclab/projects/mason/publications/climate10.pdf" target="_blank">[img_assist|nid=3955|title=Hailegiorgis et al. models a human-environment interaction|desc=|link=none|align=right|width=199|height=104]</a><a href="http://www.cs.gmu.edu/~eclab/projects/mason/publications/climate10.pdf" target="_blank">Hailegiorgis et al. models a human-environment interaction</a>&nbsp;(pdf) and demonstrates how cyclical rainfall can reveal a pattern of punctuated conflict.&nbsp; The pattern suggests that durable mechanisms for cooperation (e.g. clear boundaries, enforceable rules, mechanisms for redress, nested institutions) will be needed to traverse environmental change if the communities are going to maintain their resilience.&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p2"><strong>The Future of Scenarios</strong></p>
<p class="p1">What do scenarios look like when the are disseminated and opened up for engagement?&nbsp; I think they look closer to everyday life.&nbsp; To understand the impacts of alternative scenarios we have to look at out interpersonal relationships – at the things that are one or two degrees removed.&nbsp; How will climate-health interaction affect our pets, our sex lives, how we eat dinner, getting to and from work, and our expectations when we encounter each other on the street?&nbsp; I think the genre of climate-health scenarios and perhaps all scenarios is not one of horror, western drama, or even fantastical sci-fi; it has to be more subtle, more internally embedded in social values and individual goals.&nbsp; It&#8217;s melodrama about how we live and how we live it everyday.&nbsp; That&#8217;s the real scary, far-out stuff. &nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p2">&nbsp;</p>
<p class="p1"><span style="line-height: 11px;"><strong><br /></strong></span></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Genre Expectations and Service Design: The Set-Up</title>
		<link>http://www.semeiotica.com/2011/06/genre-expectations-and-service-design-the-set-up/</link>
		<comments>http://www.semeiotica.com/2011/06/genre-expectations-and-service-design-the-set-up/#comments</comments>
		<pubDate>Mon, 27 Jun 2011 14:42:34 +0000</pubDate>
		<dc:creator>gharp</dc:creator>
				<category><![CDATA[cinema]]></category>
		<category><![CDATA[community interaction design]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[service design]]></category>

		<guid isPermaLink="false">http://www.semeiotica.com/?p=833</guid>
		<description><![CDATA[TweetService design is the practice of translating insights from social research into enabling resources.  Using tools from cognitive psychology, sociology, and  behavioral economics, service design organizes the cognitive, social, and physical infrastructure to help people better serve each other.  The goal of service design is to improve service outcomes, procedures, and communication by enabling highly [...]]]></description>
			<content:encoded><![CDATA[<div id="tweetbutton833" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D833&amp;via=gharp&amp;text=Genre%20Expectations%20and%20Service%20Design%3A%20The%20Set-Up&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2011%2F06%2Fgenre-expectations-and-service-design-the-set-up%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p>Service design is the practice of translating insights from social research into enabling resources.  Using tools from cognitive psychology, sociology, and  behavioral economics, service design organizes the cognitive, social, and physical infrastructure to help people better serve each other.  The goal of service design is to improve service outcomes, procedures, and communication by enabling highly coordinated cooperation among participants and stakeholders. Service design is different from, say, interaction design because instead of focusing on the narrative and form of specific forms of artifacts that users engage with, service design turns its attention to a range of artifacts and narratives all with the goal of organizational change to meet the needs of participants and users.</p>
<p>&nbsp;</p>
<p>As the community of service design practice expands, tools are needed that will help people make sense of the formal elements and purposes of service design. Organization and classification are common practices within any emerging discipline.  Service design is no different with its formative history marked by rich discussions over definitions, core practices and procedures, value to society, and relationships with other disciplines.  Genre is one technique for managing the diversity of elements in service experiences.  Meaning ‘type’ or ‘kind’, genre has a cognitive benefit that helps orient people towards the common bonds of a medium or work of art.</p>
<p>&nbsp;</p>
<p>Service experiences are dematerialized, elusive, and open to different interpretations.  A genre approach can provide techniques for understanding the impact of different service elements while adding perspective across different experiences and tactics. In doing so, a service genre approach should able to describe the formal elements and narrative structure of service experiences, enable comparisons and historical accounts, help us understand how services change over time, and further elucidate the link between service production and consumption.</p>
<p>&nbsp;</p>
<p><strong>An Approach to Genre</strong></p>
<p>Drawing on literary theory and film criticism, genre can be applied to service experiences as a way of understanding existing patterns and identifying new ones.  One of the most influential approaches to film genre was described by Rick Altman. Altman recognized that films are described semantically in terms of formal elements like costumes, locations, temporal setting, lighting, cinematography, sound, and props, and so on, while also being described as a syntax involving relationships of the story, plot, narrative structure, and interactions between formal elements. Altman described this as a semantic/syntactic approach to genre.</p>
<p>&nbsp;</p>
<p>A common example of genre in film is the western, where semantic elements like a cowboy hat, horses, and gunfights provide the visual substrate for syntactic themes of conflict over honor and values, rebirth, and individual agency.  Similarly, sci-fi genres use alien creatures, spacesuits, distant planets, and novel technologies to advance themes about humans and their environment, exploration and discovery, and the conflicts that arise between society and technology.</p>
<p>&nbsp;</p>
<p><strong>Altman’s Approach to Genre</strong></p>
<p>Genre helps make sense of stabilizing, creative and disruptive processes in service experiences, and this can help us anticipate and generate new trends.  Rick Altman’s semantic/syntactic approach resolved three contradictions that emerged when films were classified by existing genre definitions by highlighting the tension between semantic elements and syntactic themes. This approach demonstrated how semantic “things” and syntactic “arrangements” work together through conflict and synergies to generate emergent new genres and creative churning within existing ones.</p>
<p>&nbsp;</p>
<p><strong>Contradiction One: Classification of Form versus Structure</strong></p>
<p>Altman identified the first contradiction as one that arises when films are organized by their formal elements, on one hand, and as canonical examples of a genre on the other. Genre classifications before Altman would pivot on a tautology where westerns, for example, were characterized by images of the American West from 1840-1900, or, alternatively, if taste and meaning made certain films more relevant than others for describing an overall generic structure.  This contradiction is evident in a movie like Star Wars, which is a western based on its narrative themes, but because it takes place in space, it would be excluded from some lists of westerns.</p>
<p><strong> </strong></p>
<p>&nbsp;</p>
<p><strong>Contradiction Two: Divergent Communities of Practice</strong></p>
<p>The second contradiction is the difference in discourse between critics and consumers.  On one hand, film interpretation by critics and industry channels sets out certain expectations of genre for audiences.  However, audiences also construct their descriptions and uses, providing an entirely separate set of interpretations.  The difference is what many would call an expert-layperson divergence, but this does not necessarily indicate superiority of one or another.  It is specifically because of their different approaches and social relationships that each group is able to bring forth different sets of interpretations.  The implication of this separation is that genre definitions are highly dependent on temporal interactions within groups, such as previous scholarship or significant local events, where historical processes influence the emergence and disappearance of narrative structure and formal elements.</p>
<p>&nbsp;</p>
<p><strong>Contradiction Three: Degree of User-Focus</strong></p>
<p>In the third contradiction, Altman described relationships to genre as either ritual or ideological, or bottom-up and top-down, respectively.  The ritual approach to genre centers on the audience whose use of film genre is an indicator of their preferences and beliefs.  Participation through film spectatorship is an act of authorship by the audience, and their expectations and desires are reinforced in the process of consumption.  In ritual, genre is created by the audience.  The ideological approach views genre as an organized attempt of business and political interests to shape discourse and use-practice.  In contrast to the ritual approach, the ideological approach would focus on Hollywood’s interest in scripting audience behavior to serve its own preferences, rather than responding to social pressure from “below”.</p>
<p>&nbsp;</p>
<p>In service design, these three conflicts are evident to varying degrees.  However, classification based on form and/or structure is often more a question of good versus bad outcomes, processes, and communication.  This often depends on how well the experience was able to bridge divergent communities of practice and focus on the needs of the users.</p>
<p>&nbsp;</p>
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		<title>Connecting the Dots&#8230;Out of Order.</title>
		<link>http://www.semeiotica.com/2011/06/830/</link>
		<comments>http://www.semeiotica.com/2011/06/830/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 20:37:15 +0000</pubDate>
		<dc:creator>gharp</dc:creator>
				<category><![CDATA[boundary objects]]></category>
		<category><![CDATA[complex systems]]></category>
		<category><![CDATA[cybernetics]]></category>
		<category><![CDATA[design ecology]]></category>
		<category><![CDATA[futures]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[heterarchy]]></category>
		<category><![CDATA[interdisciplinary]]></category>
		<category><![CDATA[maps]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[network entrepreneurship]]></category>
		<category><![CDATA[teaching and learning]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[visualization]]></category>

		<guid isPermaLink="false">http://www.semeiotica.com/?p=830</guid>
		<description><![CDATA[TweetThe Institute for the Future&#8217;s (IFTF) 2010 Map of the Decade is part of their annual Ten-Year Forecast which uses foresight and scenario planning to help organizations navigate change.  Entitled &#8220;The Future is a High-Resolution Game&#8221;, the research materials demonstrate the re-emergence of games as a systematic process for positive change.

	
	Map of the Future
IFTF [...]]]></description>
			<content:encoded><![CDATA[<div id="tweetbutton830" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D830&amp;via=gharp&amp;text=Connecting%20the%20Dots%26%238230%3BOut%20of%20Order.&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2011%2F06%2F830%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p>The Institute for the Future&#8217;s (IFTF) 2010 Map of the Decade is part of their annual <a href="http://www.iftf.org/tyf">Ten-Year Forecast </a>which uses foresight and scenario planning to help organizations navigate change.  Entitled &#8220;The Future is a High-Resolution Game&#8221;, the research materials demonstrate the re-emergence of games as a systematic process for positive change.</p>
<div class="img alignleft" style="width:400px;">
	<img src="http://1.bp.blogspot.com/-46q5UuyH6iI/TeT25KvgREI/AAAAAAAACXA/Cssh7VSUEDc/s400/map+of+the+decade.JPG" alt="" width="400" height="400" />
	<div>Map of the Future</div>
</div>IFTF uses a variety of strategies to help groups understand and interpret macro-level trends across several functional areas including carbon, water, power, cities, and identity. The long term goal is to use these sensemaking activities to meet diverse economic, technological, social, political, and ecological challenges. For organizations it is often the case that the interpretation and implementation can be difficult to connect.  As foresight and sensemaking tactics become better honed to organizations of different sizes, structures, and cultures, so will the tools that help dedicated individuals in organizations recognize emerging landscapes AND translate those insights into priorities.</p>
<p>One key in making these translations is the ability to connect macro level processes to micro level behaviors – and everything in between.  IFTF took a different tactic towards games as a tool for their 2010 map of the decade, and I think it helps move us in that direction of positive change.</p>
<p>IFTF has been at the forefront of what some call gamification – the systematic use of game mechanics for the development of positive psychology, practice, action, and cooperative dynamics.  As IFTF&#8217;s Director of Game Development describes, games are put together with a goal, rules, a feedback system and voluntary participation.  So it&#8217;s pretty easy to see how game mechanics can connect with operational challenges such as problem solving, productivity, and personal growth within organizations.</p>
<p><a href="http://hbr.org/2011/06/synthesis-how-games-could-save-the-world/ar/2">Critics argue</a> that in most organizations and real-world situations things are pretty fuzzy, conflicted, and confusing. Agreeing on goals, rules, feedback systems, and participation can be difficult obstacles to begin with.  But I think that is why games are tools that help us move in positive directions.  We don&#8217;t often want to spend too much of our time arguing over goals; we&#8217;d rather just get on with it, play/work hard, and feel good about what we accomplish.</p>
<p>Th polling organization Gallup conducts surveys among employees every year across thousands of organizations worldwide asking hundreds of questions. THREE of those questions where employees responded positively turn out to be <a href="http://en.wikipedia.org/wiki/Employee_engagement">the largest human factors for organizations that are successful.</a></p>
<ol>
<li>I have a commitment to quality.</li>
<li>I know what my job and/or role is, and</li>
<li>I trust my leadership.</li>
</ol>
<p>Organizations are set up to accomplish a wide array of highly-complex tasks.  No one person can keep track of everything. So in order to get things done, people have to simplify their overall cognitive load. They have to eliminate many conflicts and sources of confusion to deal with what they know and how it relates to new challenges. Game mechanics (goals, rules, feedback, participation) can be vectors for the above three factors, and more importantly they systematize them within organizational processes – something good human resource departments struggle to do everyday.</p>
<p>Think about it. I trust my leadership so I don&#8217;t always need to reevaluate the goals. Check. I know what my role is so the rules are clear. Check. I have a commitment to quality which means that I show up to participate and when I get feedback I self-correct to improve what I&#8217;m doing. Check.</p>
<p>I think the differences there have a lot to do with focus – of setting priorities and knowing what to spend one&#8217;s time on – especially when things go awry.  We often get distracted, but even when we don&#8217;t human, social, and technological systems are always out of sync.  Sometimes they connect and we may even experience periods of intense connectivity, creativity, and productivity.  <a href="http://www.odemagazine.com/doc/70/Q&amp;A-Albert-L%C3%A1szl%C3%B3-Barab%C3%A1si/">Albert-Laszlo Barabasi calls these bursts</a>.  So I suppose one of the benefits of the scenario platform IFTF uses is its ability to concentrate social interactions to achieve these bursts.  We always need some latent time to process, connect, and search further. Maybe that&#8217;s why IFTF does the Map just once a year <img src='http://www.semeiotica.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>One element of IFTF&#8217;s Map of the Decade is &#8220;The Happiness Kit&#8221;.  It&#8217;s a platform for helping people ruminate on the kinds of transitions that could lead to more happiness in the world.  There are a few standard tools of the foresight practice included like writing headlines from the future to identifying events that might shape or be shaped by the trends. There are also points where participants can identify new services, communities, and practices.</p>
<p>In science and technology sociologist Bruno Latour&#8217;s book <em>Reassembling the Social</em>, he looks specifically at groups, actions, objects, and facts as sources of uncertainty in the emergence of new technologies or innovation paradigms.  These highly social elements tend to reveal themselves when controversies emerge.  They help shape our future when, for example, a nuclear plant melts down and new groups, objects or facts insert themselves into society.  Most recently at the Fukushima nuclear plant, it was formerly an established fact that the leaked radiation was 10% of Chernobyl disaster.  Now as a society we are learning much more about nuclear radiation leakage models and their diversity when it is revealed that two different groups used two different models.  The fact has been revised to 20%.  We also know much more now about the safety mechanisms at nuclear facilities, especially the roles of strange monsters like emergency generators, vents, and containment vessels.  Groups we never really paid attention to, methods of establishing facts, and objects with strange names all the sudden appear as important factors for how we think about the future.  Kits like the IFTF Happiness Kit help us by working through some of them before they emerge from other events.</p>
<p>The kit also works to identify the actors involved in these transitions – as well as the distribution of those that are happy and those that are not.  Understanding the distribution and abundance of elements in a system is important when we consider that rare things may become more prevalent and ubiquitous things sometimes disappear.  William Gibson is famously quoted, &#8220;The future is already here — it&#8217;s just not very evenly distributed.&#8221;  As we consider technological diffusion, development, and knowledge-networking, one of the questions we have to ask is how the future can be more evenly distributed.  I&#8217;m not sure I know the answer, but I think that getting more explicit about the social-technological-ecological networks that individuals live in can help.  <a href="http://www.semeiotica.com/wp-content/uploads/2011/04/systemgraph2.png">This graph of system elements in a rural farmer&#8217;s immediate grasp</a> might be one step towards understanding, for example, the diffusion of organic farming methods and how they interlink with new sources of income and time for alternative activities.</p>
<p>Overall the thing I like the best about the map of the decade is its ability to use foresight methods while leaving open space for individual interpretations.  Some scenario techniques can lead to overarching narratives which create sources of bias.  In IFTF&#8217;s platform, it appears that participants are encouraged to apply the trends to their immediate organizations and processes (although I cannot be sure since I&#8217;m reading the product and not the use-context).  My sense is that it&#8217;s more of a constructionist approach than the methods used by Royal Dutch Shell or the Global Business Network (for a critique see: <a href="http://www.wlv.ac.uk/PDF/uwbs_04%20WP004-04%20Wright.pdf">Wright 2004; pdf</a>) which define opposing axes and use those for story generation. The way IFTF does it is to throw out a variety of results, new ideas, patterns, and processes – allowing users to pick and choose where to apply them.  It&#8217;s a more humble approach (if I may say so) that stems from the simple proposition that we can&#8217;t really predict what is going to happen and neither can we take everything into account.  The point is attenuate our mental models towards things that we think will matter – so that when they become relevant – we notice them.</p>
<p>Still I think there are opportunities to bring greater resolution and hence greater relevance to the process.  While the Map of the Future helps deal with actors and events, I think it gets less explicit in areas that matter a lot.  More important than who or what is why.  The goals that actors have lays out different sets of procedures for attaining those goals.  So it&#8217;s important to demonstrate how goals and the ways that actors achieve those goals converge on other elements.  For example, resources and boundaries are areas that can undergo rapid restructuring or remain relatively stable over time.  Helping people make explicit predictions about the direction and magnitude of these changes is helpful for understand the complex dynamics of interacting systems.</p>
<p>Similarly, rules, conflicts, and the outcomes of conflicts are specific pivot points for change.  What helps us navigate change well is being able to understand the implications on all side of those transformations.  Whiles rules, conflicts, and outcomes are somewhat embedded in the IFTF process, how can we support thinking about how they would change and what changes they would bring in turn to the procedures or boundaries shared by different actors?</p>
<p>I think these additional elements can be added to these types of foresight exercises with little additional cost.  And they yield a huge benefit of allowing the results and products of foresight exercises – namely the knowledge generated – to be transferred to the engineers that develop computational simulations.  Actors, Goals, Procedures, Boundaries, Rules, Resources, Conflicts and Outcomes are all the basics of putting together agent-based simulation models that allow us to look at the interactions and assumptions of our exercises and turn it into sustained practice.</p>
<p>After all, wouldn&#8217;t it be really cool if the Future WAS a High Resolution Game?</p>
<p>You can find the <a href="http://www.iftf.org/2010Ten-YearForecast">Institute for the Future’s Research Materials in their online library.</a> Plus it has really good graphic design &#8212; yea!</p>
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		<title>The Value of Lying: What Normal Science Doesn&#8217;t Get</title>
		<link>http://www.semeiotica.com/2011/05/the-value-of-lying-what-normal-science-doesnt-get/</link>
		<comments>http://www.semeiotica.com/2011/05/the-value-of-lying-what-normal-science-doesnt-get/#comments</comments>
		<pubDate>Fri, 20 May 2011 15:14:16 +0000</pubDate>
		<dc:creator>gharp</dc:creator>
				<category><![CDATA[design ecology]]></category>
		<category><![CDATA[futures]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[preferences]]></category>
		<category><![CDATA[public health]]></category>
		<category><![CDATA[science]]></category>
		<category><![CDATA[symbolic systems]]></category>

		<guid isPermaLink="false">http://www.semeiotica.com/?p=818</guid>
		<description><![CDATA[TweetThe CDC&#8217;s done a really smart thing. They lied. They created an entirely &#8220;unscientific&#8221; risk to respond to a completely &#8220;scientific&#8221; human bias.  The CDC provided an emergency management and disaster preparedness plan in case of a Zombie Apocalypse.  This says two things to me: 1) the CDC is serious enough in its priorities [...]]]></description>
			<content:encoded><![CDATA[<div id="tweetbutton818" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D818&amp;via=gharp&amp;text=The%20Value%20of%20Lying%3A%20What%20Normal%20Science%20Doesn%26%238217%3Bt%20Get&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2011%2F05%2Fthe-value-of-lying-what-normal-science-doesnt-get%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p>The CDC&#8217;s done a really smart thing. They lied. They created an entirely &#8220;unscientific&#8221; risk to respond to a completely &#8220;scientific&#8221; human bias.  The CDC provided an emergency management and <a href="http://emergency.cdc.gov/socialmedia/zombies_blog.asp" target="_blank">disaster preparedness plan in case of a Zombie Apocalypse. </a> This says two things to me: 1) the CDC is serious enough in its priorities to ignore the <a href="http://en.wikipedia.org/wiki/Boundary-work">boundary work</a> that usually goes on in science organizations that tries to keep culture and science separate, and 2) they understand that human bias often impedes our ability to prepare for more &#8220;rational&#8221; risks.</p>
<p>So I would call this a media coup – especially<del datetime="2011-05-20T15:49:34+00:00"> if (as I suspect) there was a huge spike in visits to their site</del> <a href="http://www.baltimoresun.com/features/zap-cdc-zombie-apocalypse-warning-cra20110519,0,5330432.story">since the story crashed the server</a>.  I&#8217;m sure it helped that some people are actually predicting a zombie apocalypse this weekend.<br />
<!-- BUTTON EMBED CODE STARTS HERE --><a title="If you're ready for a zombie apocalypse, then you're ready for any emergency. emergency.cdc.gov" href="http://emergency.cdc.gov/socialmedia/zombies_blog.asp?s_cid=emergency_004"><img class="alignleft" style="width: 300px; height: 250px; border: 0px;" src="http://www.cdc.gov/images/campaigns/emergency/zombies2_300x250.jpg" alt="If you're ready for a zombie apocalypse, then you're ready for any emergency. emergency.cdc.gov" /></a><!-- BUTTON EMBED CODE ENDS HERE --><br />
What I like about this is the acknowledgment that people are interested in fiction at least as much as they are in reality. As a scientist or policy maker in disaster management, it&#8217;s worth recognizing that people aren&#8217;t going to respond or think a certain way just because it makes the most rational sense.  Zombies may make more sense because they tap into deeper fears and hopes and long-held <a href="http://www.press.uchicago.edu/ucp/books/book/chicago/O/bo3622687.html">narratives that are embedded in our cultural fabric</a>.</p>
<div class="img alignright size-full wp-image-826" style="width:303px;">
	<a href="http://www.semeiotica.com/wp-content/uploads/2011/05/post-normal.png"><img src="http://www.semeiotica.com/wp-content/uploads/2011/05/post-normal.png" alt="" width="303" height="252" /></a>
	<div>post-normal science</div>
</div>Humans have all sorts of biases, and instead of assuming that people are going to just believe elements of science based on their rationality, we ought to start mixing the science with some more compelling narration.  This may be a good indicator of its practical value of working with a paradigm of post-normal science.  <a href="http://en.wikipedia.org/wiki/Post-normal_science">Post-normal science</a> is typically characterized by cases where facts are uncertain or contested and values are in dispute.  Because so much of science and its applications relies on us to make rational choices, and yet we often don&#8217;t, there&#8217;s a case to be made that the transition of new scientific meaning from discovery to practice is post-normal because it is highly influenced by our <a href="http://www.scribd.com/doc/30548590/Cognitive-Biases-A-Visual-Study-Guide">cognitive biases</a>.  </p>
<p>Using zombies to carry the more important message of preparedness &#8211; and the specific steps to take – is way more important than the reality of a zombie apocalypse.  Then again, better safe than sorry! </p>
<p>Evolutionary biologists take note!</p>
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		<title>The Pure and the Impure: Points of View for Designing Services</title>
		<link>http://www.semeiotica.com/2010/07/the-pure-and-the-impure-points-of-view-for-designing-services/</link>
		<comments>http://www.semeiotica.com/2010/07/the-pure-and-the-impure-points-of-view-for-designing-services/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 14:28:42 +0000</pubDate>
		<dc:creator>gharp</dc:creator>
				<category><![CDATA[cinema]]></category>
		<category><![CDATA[community interaction design]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[making it public]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[service design]]></category>
		<category><![CDATA[suspense]]></category>

		<guid isPermaLink="false">http://www.semeiotica.com/?p=631</guid>
		<description><![CDATA[TweetService designers identify and order goals in service systems.  Service systems are a unit of analysis for an exchange of skills and capabilities which leads to the production of value in use (Vargo et al., 2008).  Service systems are developed though the creation of value, where reinvention can transform the relationships of use and practice. [...]]]></description>
			<content:encoded><![CDATA[<div id="tweetbutton631" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D631&amp;via=gharp&amp;text=The%20Pure%20and%20the%20Impure%3A%20Points%20of%20View%20for%20Designing%20Services&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2010%2F07%2Fthe-pure-and-the-impure-points-of-view-for-designing-services%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p>Service designers identify and order goals in service systems.  Service systems are a unit of analysis for an exchange of skills and capabilities which leads to the production of value in use (Vargo et al., 2008).  Service systems are developed though the creation of value, where reinvention can transform the relationships of use and practice. Service systems are characteristically intangible, heterogeneous, simultaneous in production and consumption, non-perishable, and grounded in times and places that maintain their meaning and value (Kimbell, in prep).</p>
<p>One of the ways that designers understand service systems is by using a variety of approaches and concepts that isolate or concentrate focus on the relevant aspects of a system so they can drive experimentation and change.  An example of this is a <em>touchpoint</em>, which means the aspects of the service are visible and come in contact with the users of that service (but see <a href="http://designforservice.wordpress.com/2007/11/07/on-the-origin-of-touchpoints/" target="_blank">this discussion of its origins</a>).  You may have suspected that in a relationship of co-creation, touchpoints multiply quickly when production and consumption are linked since users are creators and vice versa.  Another example that designers use is the line of visibility.  This is similar to the touchpoint, and it describes what users see and experience in their relationships with a service system.  It helps in rendering a system so that its processes and organizational structure are visible.</p>
<div class="img alignleft size-full wp-image-638" style="width:550px;">
	<a href="http://www.semeiotica.com/wp-content/uploads/2010/07/line-of-visibility.png"><img src="http://www.semeiotica.com/wp-content/uploads/2010/07/line-of-visibility.png" alt="" width="550"  /></a>
	<div>A draft diagram of a business process showing the line of visibility between the user and the organization dedicated to providing a service.</div>
</div>
<p>Because touchpoints and lines of visibility exist not only as tools but in practice, service experiences are tightly bound to tied to the production of narrative. Suspense in particular is a common experience for users when parts of a process, system, or set of relationships are hidden from view.  Just imagine a time when you were the creator or recipient of a service.  Much of your uncertainty or satisfaction was probably driven by what you knew or could expect about the outcome as well as the communication process that was taking place while the service was being delivered.</p>
<p>Richard Allen discusses suspense in his book about [Alfred] “Hitchcock’s Romantic Irony”. Allen cites Meir Sternberg’s distinction that, “suspense derives from a lack of desired information concerning the outcome of a conflict that is to take place in the narrative future, a lack that involves a clash of hope and fear; whereas curiosity is produced by a lack of information that relates to the narrative past, a time when struggles have already been resolved, and as such it often involves and interest in information for its own sake.”</p>
<p>So when working in service design we should decide if we desire to create curiosity or suspense and design our process accordingly. Allen also incorporates Ian Cameron’s view that suspense is a “channeling of emotions”. Clearly emotions can be powerful, but how and why? In Allen’s analysis, suspense is something that happens in us as we are forced to take up the prospect of narrative outcomes that are contrary to the ones we desire. Suspense is constructed out of moral uncertainty, balancing our expectations with potential outcomes.</p>
<p>Allen discusses Hitchcock and develops descriptions of two types of suspense: pure and impure. Pure suspense is broad and objective, prolonged by tension, delay, and narration that is unrestricted, moving between vantage points and locations. It leads to an anxious uncertainty and an increased expectation of a bad outcome as the deadline looms. Arbitrary delays segment time and increase the tension because a bad outcome seems close at hand. Often, the audience sees a threat before the protagonist and surprise happens through the manipulation of time. The outcome almost always favor of the moral victory, especially in popular media.</p>
<p>Impure suspense on the other hand is local and subjective. It is developed from points of view that provide different sources of knowledge often through the eyes of the protagonists and antagonists, keeping the audience informed while the characters remain unwitting. Deadlines are set early on and acceleration commonly heightens the alert attentiveness of the spectators who are active participants in the construction of the suspense. Knowledge is not made by the director. It is made by the audience in cooperation with the information provided to the characters. All too often, the audiences senses the outcome before the characters do by filling in blanks sources of meaning that haven’t been provided. Impure suspense favors empathy for the character, as if we were living through them. The moral outcome is less certain and often unrealized.</p>
<p>In order to try to make the differences between pure suspense and impure suspense more tractable, I imagined what users in a service system might say if they were experience one or the other.  The result is in the chart below, and it adapts these distinctions and starts to resolve how one might go about implementing different narrative objectives for a service system.</p>
<table border="1" cellspacing="0" cellpadding="4" width="100%" bordercolor="#000000">
<col width="64*"></col>
<col width="91*"></col>
<col width="101*"></col>
<tbody>
<tr valign="TOP">
<td width="25%"></td>
<td width="36%"><strong><span style="font-family: Arial,sans-serif;">Pure suspense</span></strong></td>
<td width="39%"><strong><span style="font-family: Arial,sans-serif;">Impure suspense</span></strong></td>
</tr>
<tr valign="TOP">
<td width="25%"><strong><span style="font-family: Arial,sans-serif;">Locations</span></strong></td>
<td width="36%"><span style="font-family: Arial,sans-serif;">I move unrestricted between 			vantage points and locations.</span></td>
<td width="39%"><span style="font-family: Arial,sans-serif;">I stay highly local and 			subjective.</span></td>
</tr>
<tr valign="TOP">
<td width="25%"><strong><span style="font-family: Arial,sans-serif;">Points of view</span></strong></td>
<td width="36%"><span style="font-family: Arial,sans-serif;">My 			perspective is omniscient and wide-ranging. </span></p>
<p><span style="font-family: Arial,sans-serif;">I tell everyone what is 			happening everywhere. </span></td>
<td width="39%"><span style="font-family: Arial,sans-serif;">I get 			different sources of information through the eyes of the others. </span></p>
<p><span style="font-family: Arial,sans-serif;">I keep some people informed and 			others in the dark. </span></td>
</tr>
<tr valign="TOP">
<td width="25%"><strong><span style="font-family: Arial,sans-serif;">Time </span></strong></td>
<td width="36%"><span style="font-family: Arial,sans-serif;">My day is prolonged by tension 			and arbitrary delay.</span></td>
<td width="39%"><span style="font-family: Arial,sans-serif;">Deadlines are set early in the 			day and acceleration commonly heightens my emotional state. </span></td>
</tr>
<tr valign="TOP">
<td width="25%"><strong><span style="font-family: Arial,sans-serif;">Emotional states</span></strong></td>
<td width="36%"><span style="font-family: Arial,sans-serif;">I have anxious uncertainty and 			an increased expectation of a bad outcome as a deadline looms.</span></td>
<td width="39%"><span style="font-family: Arial,sans-serif;">I am alertly attentive, 			experiencing empathy for others.</span></td>
</tr>
<tr valign="TOP">
<td width="25%"><strong><span style="font-family: Arial,sans-serif;">Knowledge Production</span></strong></td>
<td width="36%"><span style="font-family: Arial,sans-serif;">The person in charge chooses and 			focuses attention on the priorities.</span></td>
<td width="39%"><span style="font-family: Arial,sans-serif;">I cooperate with the information 			provided to learn what to do next. </span></td>
</tr>
<tr valign="TOP">
<td width="25%"><strong><span style="font-family: Arial,sans-serif;">Expectations</span></strong></td>
<td width="36%"><span style="font-family: Arial,sans-serif;">I can 			explicitly identify a threat.</span></p>
<p><span style="font-family: Arial,sans-serif;">I am frequently surprised.</span></td>
<td width="39%"><span style="font-family: Arial,sans-serif;">I 			sense an outcome before others. </span></p>
<p><span style="font-family: Arial,sans-serif;">I fill in blanks with sources of 			meaning that haven’t been provided. </span></td>
</tr>
<tr valign="TOP">
<td width="25%"><strong><span style="font-family: Arial,sans-serif;">Moral outcome?</span></strong></td>
<td width="36%"><span style="font-family: Arial,sans-serif;">I favor the best outcome – 			like what happens in popular media.</span></td>
<td width="39%"><span style="font-family: Arial,sans-serif;">The best outcome is less certain 			and often unrealized.</span></td>
</tr>
</tbody>
</table>
<p>References:<br />
Vargo, S. L., Maglio, P. P., &amp; Akaka, M. A. (2008). On value and value co-creation: A service systems and service logic perspective. European Management Journal, 26(3), 145-152. doi:10.1016/j.emj.2008.04.003</p>
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		<title>Public Engagement, Art, and Narration of Science &amp; Technology Development</title>
		<link>http://www.semeiotica.com/2010/02/public-engagement-art-and-narration-of-science-technology-development/</link>
		<comments>http://www.semeiotica.com/2010/02/public-engagement-art-and-narration-of-science-technology-development/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 06:35:44 +0000</pubDate>
		<dc:creator>gharp</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[boundary objects]]></category>
		<category><![CDATA[cinema]]></category>
		<category><![CDATA[cognitive justice]]></category>
		<category><![CDATA[community interaction design]]></category>
		<category><![CDATA[interdisciplinary]]></category>
		<category><![CDATA[making it public]]></category>
		<category><![CDATA[metaphors]]></category>
		<category><![CDATA[narration]]></category>
		<category><![CDATA[teaching and learning]]></category>
		<category><![CDATA[visual culture]]></category>

		<guid isPermaLink="false">http://www.semeiotica.com/?p=405</guid>
		<description><![CDATA[TweetThis was a post that I initially wrote for the &#8216;Telling Stories&#8217; discussion group that is made up of recipients of the Wellcome Trust&#8217;s International Engagement Award.  The group practices public engagement with public health and science from a variety of different perspectives and goals.  In this post, I was exploring the role of narration [...]]]></description>
			<content:encoded><![CDATA[<div id="tweetbutton405" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D405&amp;via=gharp&amp;text=Public%20Engagement%2C%20Art%2C%20and%20Narration%20of%20Science%20%26%23038%3B%20Technology%20Development&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2010%2F02%2Fpublic-engagement-art-and-narration-of-science-technology-development%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p>This was a post that I initially wrote for the &#8216;Telling Stories&#8217; discussion group that is made up of recipients of the Wellcome Trust&#8217;s International Engagement Award.  The group practices public engagement with public health and science from a variety of different perspectives and goals.  In this post, I was exploring the role of narration and also looking at the idea of suspense as created by communication (or the lack of) between researchers and members of the public.</p>
<p><strong>Part 1.</strong><br />
I can start by locating the visual arts as a source or medium for engagement. The answer is: myriad. In the last ten years or so (and even before) the arts domain has taken on science and technology in bushels. Some of the response of the arts has been driven out of curiosity and the desire to take on the mantle of science for aesthetic reasons. For others it has been a source of tactical engagement with the very substance of knowledge production in the sciences, defense and military establishments, and the diffusion of technology in everyday life.</p>
<p>There are way too many example to adequately cover here, except to say that the Wellcome Trust is a major stakeholder in this area and has been for at least a decade as far as I know. I remember a festival in South Kensington that I happened upon almost ten years ago called Sparks which featured may artists working specifically with the life sciences in some form or another. Exhibitions were held at the Royal College of Art, the Victoria and Albert Museum, and the Natural History Museum, among others (<a title="http://news.bbc.co.uk/2/hi/in_depth/sci_tech/2000/festival_of_science/912436.stm" href="http://news.bbc.co.uk/2/hi/in_depth/sci_tech/2000/festival_of_science/912436.stm">http:/ /news.bbc.co.uk/2/hi/in_depth/sci_tech/2000/festival_of_science/91&#8230;</a>). It was largely a cultural series of events, continuing a dialogue which I have witnessed firsthand in many forms and places afterwards. It seems to me that the role of the arts in these debates has largely been restricted to Europe, but I have seen some signs in the US and now in Asia that the visual arts are playing a more tactical and more integral role in the development of engagement vectors with the public, practitioners, and policy makers.</p>
<p><strong>Some examples:</strong><br />
Last year we conducted a workshop for artists at NCBS (<a title="http://cema.srishti.ac.in/content/bioart" href="http://cema.srishti.ac.in/content/bioart">http://cema.srishti.ac.in/content/bioart</a>) which focused on introducing cell and molecular biology methods to artists so they could use them as media for performance, communication, and engagement. It was conducted in collaboration with Oron Catts, a well-know bioartist from Australia (<a title="http://www.symbiotica.uwa.edu.au/" href="http://www.symbiotica.uwa.edu.au/">http://www.symbiotica.uwa.edu.au/</a>) with extensive experience in using the trappings and discourse of the lab to open up critical thinking about future scenarios and paths of social and technological development.</p>
<p>A group of our students is taking part this week (and won an award) in the international genetically engineered machines (iGEM) competition held at MIT in Boston, USA. This is a group of art students working at NCBS (our host in Bangalore) to develop synthetic organisms, in part to provide a forum for engagement and critical dialogue at these meetings that is not just motivated by the accumulation of capital wealth or basic functional research via biotech (<a title="http://hackteria.org/" href="http://hackteria.org/">http://hackteria.org/</a>). The result was a highly influential discussion about the role of amateurs in creating public knowledge using science and technology.</p>
<p>Project Vision (<a title="http://symphysis.wordpress.com/designing-for-converging-cultures-a-diploma-project/" href="http://symphysis.wordpress.com/designing-for-converging-cultures-a-diploma-project/">htt p://symphysis.wordpress.com/designing-for-converging-cultures-a-diplo&#8230;</a>) is an ongoing project here in Bangalore that uses new media (i.e. web 2.0, sensors, physical computing, interactive story-building software, locative media like mobiles and GPS) to develop forms of intimate science where urban, poor, school-aged students run their own experiments and communicate first-hand experiences with nature and their environment.</p>
<p>Moon Vehicle is a community project maintained by Joanna Griffin (<a title="http://www.aconnectiontoaremoteplace.net" href="http://www.aconnectiontoaremoteplace.net/">http://www.aconnectiontoaremoteplace.net</a>) that bridges storytelling, artifacts, and arts-based methodologies to create peer communities between the Indian Space Research Organization (ISRO), astronomy buffs, schoolchildren, and others in order to reconstitute new narratives of science and technology as they apply to satellites, space exploration and the once and future missions to the moon.</p>
<p>Another timely example comes from Denmark.  The Rethink exhibition (<a title="http://www.rethinkclimate.org/" href="http://www.rethinkclimate.org/">http://www.rethinkclimate.org/</a>) combines contemporary art into political debates surrounding climate change responses in anticipation of Copenhagen.</p>
<p>In the US, The Center for Post-Natural History (<a title="http://postnatural.org/" href="http://postnatural.org/">http://postnatural.org/</a>) takes on biotech and the conversion of biological organisms to intellectual property.</p>
<p>There are many, many others. But I think it&#8217;s safe to say that they have had varying impact and effect. Unfortunately (in my view) we haven&#8217;t yet developed a coefficient of art to assess its effect on other domains. Some of the examples I have cited have a distinctly critical edge. Others are more about raising awareness or, more to the point, about connecting different social communities and groups (e.g. science practitioners and schoolchildren).</p>
<p>One of the most important things I have learned in the last few years about public engagement with science comes from the field of science and technology studies. Sociologists, philosophers, and historians have started to demonstrate the value of media (especially visual) in the production of science and technology and the resolution of debates about scientific truth and public acceptance. The production of artifacts, objects, and &#8220;things we can wrap our heads around&#8221; is very important it turns out.</p>
<p>I think the lessons from history and sociology leads to some clarifying questions such as &#8220;What is the material basis for engagement?&#8221; and &#8220;What is engagement made of and where does it live?&#8221;</p>
<p><strong>Part 2.</strong></p>
<p><strong>My perspectives</strong><br />
Many of my perspectives on public engagement are shaped by my experiences as both a practicing scientist studying evolution, ecology and behavior in lab and field settings, as an artist and designer working to develop communication and engagement tools, and now working to assess options for better decision making in public health, energy, and infrastructure.</p>
<p>As a biologist, my perspective is further shaped by host-parasite dynamics and their implications for disease in populations. I am also influenced by network science and complex systems. As such, the interaction is the focal point of engagement. How the interaction is created and maintained is significant for me.</p>
<p>As a designer, so-called design thinking influences my approach to engagement. This often means thinking critically about how the engagement process can transpire as part of everyday life–that is, part of the daily routine that people struggle with and recreate everyday.</p>
<p>I think the questions raised in previous posts about the motivation behind &#8220;science&#8217;s&#8221; engagement with the &#8220;public&#8221; and who makes up the &#8220;public&#8221; are critical because they help to identify the costs and benefits of engagement and the location of engagement as it pertains to the public. Still I think we need to constantly open up our assumptions further to scrutiny.</p>
<p><strong>Of Scientists and Risk</strong><br />
I know scientists to be a very heterogeneous community involved with many others in the production of knowledge. In general, the people are exceedingly nice, driven by their own curiosity and desire to create understanding that will make a difference, however far downstream. Science, however, is also composed of lots of others, including the organisms and the tools used to develop new hypotheses and results. By far the most practical defining feature might be its place–where it is done and how that place structures the kind of interactions that in turn lead to what we call new knowledge.</p>
<p>Let&#8217;s be clear. In the West, science and by extension public health is hardly the product of scientists alone. Many individuals are involved from students, to researchers, financial managers, glassware technicians, viruses, lab rats, secretaries, publishers, reviewers of literature, politicians, middle-school teachers, clergy, university boards, ethics review panels, biotech company shareholders, news media and so on. All of these individuals are possibly working to do one thing–identify sources of risk and manage the uncertainty that arises out of the everyday interactions of people and their environment. If they can scrape out a living in the meantime, all the better for them. So yes, in a sense I would also say that because risk and uncertainty are trying to be minimized, science and technology have a lot to do with securing and locating ways to create wealth. And yes, all of this scales greatly with the complexity of the science (think: CERN or the HapMap project).</p>
<p>I prefaced this as part of the Western tradition 1) because it is of direct lineage from Christian emphasis on divine intervention and design, and 2) because I have found that (in Asia at least) very different traditions underlie the identification of risk and the communication of uncertainty. My sense is that in Asia these are intrinsically related to variation in the ordering of time, and I&#8217;m anxious to discuss this with others that know more than I do.</p>
<p><strong>&#8220;The Public&#8221;, User Needs, and Witnessing</strong><br />
On the public side, I would prefer to say civil society–that is those who are engaged in social contracts relating to economics, technology, common goods, governmentality and so on. And I agree that it is correct to say that it is an even more heterogeneous group.</p>
<p>One way to think about civil society is much like designers think of their users. There is a simple axiom that underscores the work of many successful designers: user needs drive the acquisition of a product or service. Public heath knowledge and science can be that product. Yes, this is a very functionalist way of looking at it, but this principle of participatory design involves end users in the design process to help ensure that it meets user needs and is usable. It has been a successful strategy for architecture, software, and business (the customer is always right, right?). Why should science and its cognitive technologies be an exception?</p>
<p>By adopting user perspectives the scientific community can recognize that its practices may or may not resonate with user needs: socially, by ensuring equal access for disenfranchised groups, economically: by creating new opportunities for capital development and financial transactions, and politically: by improving the quality, speed, and sensitivity of social technologies to the needs of local users. It&#8217;s not that science doesn&#8217;t already do these things. It just isn&#8217;t always evident to the average user. In the realm of health, sometimes it&#8217;s just a matter of making the benefits clear so that they justify whatever costs there are in the user&#8217;s mind.</p>
<p>One of my favorite case studies come from evolution and its approximately 50% public acceptance in the United States. Margret Evans, a psychologist at the University of Michigan, studies some of the ways that children, potential users of evolutionary theory and biology, acquire evolutionist and creationist beliefs. Evans describes how Western religious and philosophical traditions emphasize essentialism, teleology, and intention, and in the process limit the cognitive appeal of natural explanations for the origins of species. She argues that because these ideas tend to show up repeatedly in public representations, they constrain the inferential reasoning capacities of the developing mind. It’s an observation that suggests science’s own predilection for categorization is at the root of evolutionary biology’s social friction.</p>
<p>I think these cognitive biases come into play often, for good and bad. I&#8217;ll want to describe some others, but I need to take a detour first.</p>
<p><strong>Engagement, Stories, Suspense, Scenarios, and Fallacies</strong><br />
I personally feel that if scientists, policy-makers, and funding bodies are willing to involve cultural workers like artists and designers in the process of science and its associated applications, there is good news for broader participation because they cultural workers tend to excel at reconfiguring essentialist categories, and they often like to do it in public. There is some indication that this may be a general rule because visualization involves so much codification, creation of meaning, and translation of concepts and ideas into tangible, material artifacts for cognition and discourse. In effect, the sensory object is a vector for witnessing.</p>
<p><strong>Witnessing</strong><br />
In their book, Leviathan and the Air Pump, authors Steven Shapin and Simon Schaffer describe three types of public witnessing of science: the direct performance of experiments in social spaces (imagine if the laboratory were a chapel or temple), reporting experimental methods in a manner that enables someone to replicate the experiments themselves (like primary journal articles that recount the plot), and virtual witnessing by producing in a reader&#8217;s mind an image of an experimental scene that displaces the need for direct witness or replication (this, I argue, is much like a story in someone&#8217;s mind constructed from the plot). We need more of this public witnessing if science is going to connect with society in a dynamical way.</p>
<p><strong>Suspense and Narration</strong><br />
The idea of witnessing in science is intimately tied to the production of suspense in narrative. Richard Allen discusses suspense in his book about [Alfred] &#8220;Hitchcock&#8217;s Romantic Irony&#8221;. Allen cites Meir Sternberg&#8217;s distinction that, &#8220;suspense derives from a lack of desired information concerning the outcome of a conflict that is to take place in the narrative future, a lack that involves a clash of hope and fear; whereas curiousity is produced by a lack of information that relates to the narrative past, a time when struggles have already been resolved, and as such it often involves and interest in information for its own sake.&#8221; So when thinking about public engagement we should decide if we desire to create curiosity or suspense and design our process accordingly. Allen also incorporates Ian Cameron&#8217;s view that suspense is a &#8220;channeling of emotions&#8221;. Clearly emotions can be powerful, but how and why? In Allen&#8217;s analysis, suspense is something that happens in us as we are forced to take up the prospect of narrative outcomes that are contrary to the ones we desire. Suspense is constructed out of moral uncertainty, balancing our expectations with potential outcomes.</p>
<p>Allen discusses Hitchcock and develops descriptions of two types of suspense: pure and impure. Pure suspense is broad and objective, prolonged by tension, delay, and narration that is unrestricted, moving between vantage points and locations. It leads to an anxious uncertainty and an increased expectation of a bad outcome as the deadline looms. Arbitrary delays segment time and increase the tension because a bad outcome seems close at hand. Often, the audience sees a threat before the protagonist and surprise happens through the manipulation of time. The outcome almost always favor of the moral victory, especially in popular media.</p>
<p>Impure suspense on the other hand is local and subjective. It is developed from points of view that provide different sources of knowledge often through the eyes of the protagonists and antagonists, keeping the audience informed while the characters remain unwitting. Deadlines are set early on and acceleration commonly heightens the alert attentiveness of the spectators who are active participants in the construction of the suspense. Knowledge is not made by the director. It is made by the audience in cooperation with the information provided to the characters. All too often, the audiences senses the outcome before the characters do by filling in blanks sources of meaning that haven&#8217;t been provided. Impure suspense favors empathy for the character, as if we were living through them. The moral outcome is less certain and often unrealized.</p>
<p>The difference between surprise and suspense is also relevant. This passage from a conversation between Francois Truffaut and Alfred Hitchcock in the book Hitchcock/Truffaut helps to make the difference clear.</p>
<p><em>&#8220;We are now having a very innocent little chat. Let us suppose that there is a bomb underneath this table between us. Nothing happens, and then all of a sudden, “Boom!” There is an explosion. The public is surprised, but prior to this surprise, it has seen an absolutely ordinary scene, of no special consequence. Now, let us take a suspense situation. The bomb is underneath the table and the audience knows it, probably because they have seen the anarchist place it there. The public is aware that the bomb is going to explode at one o’clock and there is a clock in the decor. The public can see that it is a quarter to one. In these conditions this same innocuous conversation becomes fascinating because the public is participating in the scene. The audience is longing to warn the characters on the screen: “You shouldn’t be talking about such trivial matters. There’s a bomb beneath you and it’s about to explode!”</em></p>
<p><em> &#8220;In the first case we have given the public fifteen seconds of surprise at the moment of the explosion. In the second we have provided them with fifteen minutes of suspense. The conclusion is that whenever possible the public must be informed.&#8221;</em></p>
<p><strong>Suspenseful Science?</strong><br />
My reason for taking this detour is to try to show some of the different narrative techniques that can be used in the construction of public health engagement and of science in the collective mind of civil society. Curiosity, surprise, and suspense (pure/impure) are all narratives tactics for engagement.</p>
<p>Curiosity is important for people attending to and learning on their own, but I don&#8217;t think it necessarily develops in people unless the benefits are of satisfying it are known to them.</p>
<p>Surprise is also relevant and critical to sensations of astonishment–and of being placed in a new reality that will cause dissonance and therefore growth.</p>
<p>Suspense, while composed and related to surprise and curiosity, has a more pedagogical function. It builds up knowledge of scenes and constraints using what I think Shapin and Schaffer described as virtual witnessing. The audience/spectators build the story themselves, creating it from the narration and plot to fit their own needs, and to adapt it to their own context and location-based experience. I think this is especially true for impure suspense because pure suspense rings of master narratives and the hindsight needed to create contrasts among moral outcomes. Life is not so much like that. Impure suspense allows us to decide the moral outcome during the process. We are never sure if we have chosen the right one, and we may not know even after the &#8220;movie&#8221; has ended.</p>
<p>So how can public engagement efforts use suspense to build better acclimation and participation among its audiences?</p>
<p><strong>Scenarios and Fallacies</strong><br />
One possibility lies in the construction of scenarios about the future. Scenarios are descriptions of alternative future states where narration helps to articulate the shape and distribution of actors, procedures, and resources. Scenarios can be general or highly detailed, and they can be shown or represented in a variety of ways from verbal description, acting or role playing, visualization and imagery.</p>
<p>I&#8217;ve recently delved into the techniques of scenario development. They serve a number of important functions for individuals and organizations. The most important is perhaps building out aspirations and ideas of what the future could hold–even if the present lacks those characteristics. In this way preferred futures can be imagined, but even when the future is imagined to contain destructive relationships, it aids the processes of critical thinking and adaptation. For individuals, recognizing opportunity and constraint is the first step to capitalizing on it or avoiding its pitfalls. Arjun Appadurai has been highly influential in defining aspirations, or the capacity to aspire to a better future, as an important feature of cultural capacity. Scenarios, as extensions of aspirations, are a way to work forward, to rearrange the systems and see what new hybrids emerge and how they might affect well-being.</p>
<p>For organizations, scenarios can help create common ground. The dredge up assumptions and interactions to create a big picture where knowledge can be exchanged. When scenarios are combined with games and simulations, they provide an opportunity to work through challenging situations, to create memories of the future, and out of these take the confidence to undertake critical adaptive change without incurring any of the risks that real experiences entail.</p>
<p>One of the discussion themes asked what happens when artists and others &#8216;misinterpret&#8217; the science or present it in a biased or misleading way. Rather than seeing this as something necessarily counterproductive, creative interpretations provide circumstantial detail that may be critical for the social fluency of science. A creative depiction of evolutionary technologies, such as Chris Landau&#8217;s The Flocking Party (<a title="http://theflockingparty.com/" href="http://theflockingparty.com/">http://theflockingparty.com/</a>), should therefore be seen as a &#8216;minority report’, suggesting possible avenues for experimentation or areas of conflict between science and society.</p>
<p>On the contrary, critics of scenarios have argued that they aren&#8217;t effective in the development of policy precisely because of the detail they incorporate into their &#8216;worlds&#8217;. Morgan and Granger (2007) have argued that scenarios come with an implicit expectation of liklihood–that any particular scenario is more likely to occur in the future. As I already stated, predicting the future is not a goal for scenarios, but critical responsiveness to uncertainty is. Morgan and Keith based their argument on a common fallacy (and I will include another) that I think are important for us to consider as we take on public engagement through narrative.</p>
<p>In adding detail to a scenario or, let&#8217;s say, a compelling tale of science, we create compounding descriptions that run the risk of invoking the conjunction fallacy. A frequent example was developed by psychologists Amos Tversky and Daniel Kahneman. They gave respondents the statement:</p>
<p>Linda is 31 years old, single, outspoken, and very bright. She majored in philosophy. As a student, she was deeply concerned with issues of discrimination and social justice, and also participated in anti-nuclear demonstrations.</p>
<p>and asked: Which is more probable?<br />
1.	Linda is a bank teller.<br />
2.	Linda is a bank teller and is active in the feminist movement.</p>
<p>Logic and probability tell us that #1 is more probable since it is increasingly unlikely that she is both a bank teller and active in the feminist movement.</p>
<p>The issue here is that we want to include more detail and visualization in our stories, but in doing so we possibly risk compounding peoples&#8217; expectation of what is and is not likely to happen.</p>
<p>Vividness is another concern. According to wikipedia, &#8220;The logical fallacy of misleading vividness involves describing an occurrence in vivid detail, even if it is an exceptional occurrence, to convince someone that it is a problem. Although misleading vividness does little to support an argument logically, it can have a very strong psychological effect because of a cognitive heuristic called the availability heuristic.&#8221;</p>
<p>The availability heuristic says that we often place events we have just seen or experienced in our memory more prominently, even if we know them to be less frequent occurrences. I can&#8217;t tell you how many times my Mom called me late in the evening when I was in college to warn me abut something she might have just seen on the evening news as a possible risk. The detail that many forms of media and engagement provide can also bias judgments that we would otherwise weigh more carefully.</p>
<p>I think somewhere there is a sweet-spot. I like this account of The Critical Art Ensemble as a group that routinely replicates scientific experiments in public spaces such as malls and parks in an effort to publicly verify political claims ranging from the presence of GMOs in the food chain to the terror threat of biological warfare. One of CAE&#8217;s projects with co-collaborator Beatriz de Costa is described by Regine Debatty from the blog we-make-money-not-art this way:</p>
<p><em>GenTerra is essentially a participatory &#8220;theater&#8221;…Scientists and artists are talking the public through the process and implications (whether they are purely profit-driven or feature some utopian qualities) of transgenics. Materials are then provided to allow people to get a hands-on experience by creating their own transgenic organism…After that they become actively involved in risk assessment by deciding whether or not to release bacteria from one of petri dishes of the release machine.</em></p>
<p>Even if the feedback generated doesn’t make it back to the lab or policy office, it’s a form of participatory design that seeks out users of science.</p>
<p>Another example was developed in Europe and has now spread. Some of you may have read about Science Shops as one possible form of engagement that pits user needs in direct contact with professional researchers. Here is a blog post about this that I wrote awhile back (<a title="http://blog.cstep.in/?p=319" href="http://blog.cstep.in/?p=319">http://blog.cstep.in/?p=319</a>).</p>
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		<title>How to Think About Science</title>
		<link>http://www.semeiotica.com/2010/02/how-to-think-about-science/</link>
		<comments>http://www.semeiotica.com/2010/02/how-to-think-about-science/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 04:29:51 +0000</pubDate>
		<dc:creator>gharp</dc:creator>
				<category><![CDATA[critical theory]]></category>
		<category><![CDATA[interdisciplinary]]></category>
		<category><![CDATA[making it public]]></category>
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		<category><![CDATA[semantics]]></category>
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		<guid isPermaLink="false">http://www.semeiotica.com/?p=401</guid>
		<description><![CDATA[TweetThere is a fantastic series of podcasts produced by the CBC a few years back.  The podcasts interviews many noted historians, philosophers, sociologists, and scientists to help distill what science is, how it&#8217;s claims to knowledge and facts are produced, and what many of the critical themes and questions are that science has to [...]]]></description>
			<content:encoded><![CDATA[<div id="tweetbutton401" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D401&amp;via=gharp&amp;text=How%20to%20Think%20About%20Science&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2010%2F02%2Fhow-to-think-about-science%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p>There is a fantastic series of podcasts produced by the CBC a few years back.  The podcasts interviews many noted historians, philosophers, sociologists, and scientists to help distill what science is, how it&#8217;s claims to knowledge and facts are produced, and what many of the critical themes and questions are that science has to wrestle with including objectivity, fallacies of &#8220;historicity-turned-relativism&#8221;, and others.</p>
<p>Many influential authors contribute including: Richard Lewontin, Peter Gallison, Lorraine Daston, Steven Shapin, Bruno Latour, and James Lovelock..among many others.</p>
<p>You can download all the podcasts here:<br />
<a href="http://castroller.com/podcasts/inrecentyears?page=1">http://castroller.com/podcasts/inrecentyears?page=1</a></p>
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		<title>Celebrating 40 years of Leonardo</title>
		<link>http://www.semeiotica.com/2007/07/celebrating-40-years-of-leonardo/</link>
		<comments>http://www.semeiotica.com/2007/07/celebrating-40-years-of-leonardo/#comments</comments>
		<pubDate>Wed, 25 Jul 2007 05:43:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[art]]></category>
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		<guid isPermaLink="false">http://www.semeiotica.com/?p=96</guid>
		<description><![CDATA[TweetFrom the Leonardo website:Forty years ago in Paris, a group of artists, scientists and engineers got together and decried the lack of professional venues where emerging work bridging the two cultures could be presented, debated and promoted. Frank Malina, himself a research engineer and a professional artist, convinced publisher Robert Maxwell of Pergamon Press to [...]]]></description>
			<content:encoded><![CDATA[<div id="tweetbutton96" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D96&amp;via=gharp&amp;text=Celebrating%2040%20years%20of%20Leonardo&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2007%2F07%2Fcelebrating-40-years-of-leonardo%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p><a href="http://www.leonardo.info/isast/events/leo40.html">From the Leonardo website:</a><br />Forty years ago in Paris, a group of artists, scientists and engineers got together and decried the lack of professional venues where emerging work bridging the two cultures could be presented, debated and promoted. Frank Malina, himself a research engineer and a professional artist, convinced publisher Robert Maxwell of Pergamon Press to take on the challenge of publishing a peer-reviewed scholarly art-science-technology journal, the first time such a project had been attempted.</p>
<p>To date they have published the work of more than 5,500 artists, researchers and scholars. In keeping with our networked times, the Leonardo community is collaborating with groups around the world on a variety of events.</p>
<p><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_N90BQ0cIupA/Rqbchfq6BAI/AAAAAAAAALQ/Xcym_VXFIh0/s1600-h/r_mailna_ch.png"><img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://bp3.blogger.com/_N90BQ0cIupA/Rqbchfq6BAI/AAAAAAAAALQ/Xcym_VXFIh0/s200/r_mailna_ch.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5090998896784180226" /></a><a href="http://www.observatorio.or-am.cl/documental/videos/r_mailna/roger_mailna.html">Watch an interview with Executive Editor Roger Malina</a> as he explains a little more about the history and activities of the Leonardo community.</p>
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		<title>sketch for a patent map of the Y chromosome</title>
		<link>http://www.semeiotica.com/2007/03/sketch-for-a-patent-map-of-the-y-chromosome/</link>
		<comments>http://www.semeiotica.com/2007/03/sketch-for-a-patent-map-of-the-y-chromosome/#comments</comments>
		<pubDate>Thu, 08 Mar 2007 02:32:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[bioinformatics]]></category>
		<category><![CDATA[boundary objects]]></category>
		<category><![CDATA[genes]]></category>
		<category><![CDATA[genomics]]></category>
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		<category><![CDATA[maps]]></category>
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		<guid isPermaLink="false">http://www.semeiotica.com/?p=39</guid>
		<description><![CDATA[Tweet
by zcd and gharp
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			<content:encoded><![CDATA[<div id="tweetbutton39" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D39&amp;via=gharp&amp;text=sketch%20for%20a%20patent%20map%20of%20the%20Y%20chromosome&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2007%2F03%2Fsketch-for-a-patent-map-of-the-y-chromosome%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www-personal.umich.edu/~zcd/genome/firstmoves.html"><img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;" src="http://bp2.blogger.com/_N90BQ0cIupA/Re9u237OmZI/AAAAAAAAADg/QX0VBlnzVOM/s400/wound.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5039368397055236498" /></a></p>
<p>by zcd and gharp</p>
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		<title>Suspense, narration, and science&#8230;?</title>
		<link>http://www.semeiotica.com/2007/03/suspense-narration-and-science/</link>
		<comments>http://www.semeiotica.com/2007/03/suspense-narration-and-science/#comments</comments>
		<pubDate>Mon, 05 Mar 2007 16:42:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[cinema]]></category>
		<category><![CDATA[making it public]]></category>
		<category><![CDATA[narration]]></category>
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		<guid isPermaLink="false">http://www.semeiotica.com/?p=38</guid>
		<description><![CDATA[TweetThis is a response to Carl Djerassi&#8217;s post on the topic of IMAGING IN ART AND SCIENCE as part of the Virtual Symposium On Visual Culture and Bioscience.
The public discussion is at http://visualcultureandbioscience.blogspot.com/
Immaculate Misconception!  What a great title! I would love to see the play; it sounds very interesting.  
This series of comments [...]]]></description>
			<content:encoded><![CDATA[<div id="tweetbutton38" class="tw_button" style=""><a href="http://twitter.com/share?url=http%3A%2F%2Fwww.semeiotica.com%2F%3Fp%3D38&amp;via=gharp&amp;text=Suspense%2C%20narration%2C%20and%20science%26%238230%3B%3F&amp;related=&amp;lang=en&amp;count=none&amp;counturl=http%3A%2F%2Fwww.semeiotica.com%2F2007%2F03%2Fsuspense-narration-and-science%2F" class="twitter-share-button"  style="width:55px;height:22px;background:transparent url('http://www.semeiotica.com/wp-content/plugins/wp-tweet-button/tweetn.png') no-repeat  0 0;text-align:left;text-indent:-9999px;display:block;">Tweet</a></div><p><span style="font-style:italic;">This is a response to <a href="http://visualcultureandbioscience.blogspot.com/2007/03/carl-djerassi-reply-to-session-one.html" target="_blank">Carl Djerassi&#8217;s</a> post on the topic of IMAGING IN ART AND SCIENCE as part of the <a href="http://www.visualcultureandbioscience.org/" target="_blank">Virtual Symposium On Visual Culture and Bioscience.<br /></a></p>
<p>The public discussion is at http://visualcultureandbioscience.blogspot.com/</span></p>
<p><i>Immaculate Misconception</i>!  What a great title! I would love to see the play; it sounds very interesting.  </p>
<p>This series of comments reminds me of the similarities between scientific narrative as it is presented in, for example, journal articles and the dramatic narrative evident in theater and film.  The common narrative arc for science (introduction, methods, results, discussion, conclusion) depends very much on cause and effect and    follows closely the style of narration in film (exposition, some change in knowledge, a goal-oriented plot, investigation, and finally the climax).  </p>
<p>I&#8217;m curious about the didactic quality often associated with information transmission and its role in pedagogy.  Alfred Hitchcock remarked that, “Suspense is the most powerful means of holding onto the viewer’s attention… It is indispensable that the public be made perfectly aware of all the facts involved… [The] conditioning of the viewer is essential to the buildup of suspense”. </p>
<p>Suspense is vital to narration in theater and film and is implicitly embedded in scientific communication both within the discourse of science and between researchers and the &#8220;public&#8221; audience.  </p>
<p>One might argue that the usual style is a broad kind of suspense that keeps the audience in the dark about what will happen next and creates uncertainty.  This kind focuses only on the protagonists so that when anything significant happens, it is a surprise to the viewer. As such, their responses can vary more widely depending their prior knowledge, which may or may not prepare them.</p>
<p>A second kind of suspense keeps the audience attentive through the use of deadlines and frequent shifts in perspective from the protagonist to other &#8220;actors&#8221; human or non-human. </p>
<p>I&#8217;d be curious to hear what theater folks and others who deal with stories and plot structures have to say about the use of these tactics to shape and moderate scientific narration.</p>
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